Meme from
loganberrybunny (Part 5)
Jan. 20th, 2024 11:20 amPart 1 | Part 2 | Part 3 | Part 4 | Part 5
5. What annoys you despite most people finding it acceptable? And what about the reverse -- what do you like that most people don't?
First question: probably people online taking an eternity to respond to cyber communication, which I've experienced very frequently in my involvement in the furry fandom when conversing with artists that don't bother to use instant messaging services, showing birthday gift art I've to for other furs (and it's even worse then they read my messages, then don't reply, yet have time to do other shit like post journals, post on Twitter/X, or fave other artists' works), and mostly recently, conversing through my current psychiatrist's patient portal (although the last psychiatry service was better at keeping in touch, and they even called me a few times in my darkest times), but more often than not getting no response or acknowledgement at all. I would never do that to people who kept in touch with me online. Even when I had a full-time job and several hobbies, I still had time to keep up with most of my cyber haunts. To me, timely responding to things like that is common courtesy.
Second question: probably video games that are rife with tons of basic quality-of-life features such as helpful in-game maps, suspend saving, frequent save opportunities, in-game tracking of playtime you can easily view anywhere, not just at save points (which seems endemic to many Japanese RPGs like Grandia, which I'm currently working on, maybe a some Western RPGs like the Soulsbourne games where you can only view it in the start menu), the ability to pause the game anytime while stopping the in-game clock and actually muting the music (since I sure as hell don't like fiddling with my remote or risk missing an important phone call or conversation, and my need to use the bathroom is a bit higher than it used to be), hints on how to solve puzzles even if it means paying money and not have to use the internet after getting stuck for a long time, and clear direction on how to advance the main storyline and even sidequests (since even today there are still way too many cases where there's helpful hidden content but no way in hell to discover it without using the internet--and since video game player's guides mostly aren't even made anymore, it really makes me question the logic of developers pulling that shit). Oh, and I would consider adjustable difficulty to be another QoL feature that would actually make games accessible to any audience, not just the "hardcore," since as a disabled gamer, accessibility is one of my biggest concerns whenever playing games that I try to reflect in my reviews. If the masochist gamers don't like things like that, they should have the option to turn them off instead of having developers force their one-size-fits-all difficulty and idea of "fun" onto all gamers that may not normally enjoy some of the bullshit mainstream video game reviewers consider "masterpieces" regardless of how deeply flawed they actually are.
5. What annoys you despite most people finding it acceptable? And what about the reverse -- what do you like that most people don't?
First question: probably people online taking an eternity to respond to cyber communication, which I've experienced very frequently in my involvement in the furry fandom when conversing with artists that don't bother to use instant messaging services, showing birthday gift art I've to for other furs (and it's even worse then they read my messages, then don't reply, yet have time to do other shit like post journals, post on Twitter/X, or fave other artists' works), and mostly recently, conversing through my current psychiatrist's patient portal (although the last psychiatry service was better at keeping in touch, and they even called me a few times in my darkest times), but more often than not getting no response or acknowledgement at all. I would never do that to people who kept in touch with me online. Even when I had a full-time job and several hobbies, I still had time to keep up with most of my cyber haunts. To me, timely responding to things like that is common courtesy.
Second question: probably video games that are rife with tons of basic quality-of-life features such as helpful in-game maps, suspend saving, frequent save opportunities, in-game tracking of playtime you can easily view anywhere, not just at save points (which seems endemic to many Japanese RPGs like Grandia, which I'm currently working on, maybe a some Western RPGs like the Soulsbourne games where you can only view it in the start menu), the ability to pause the game anytime while stopping the in-game clock and actually muting the music (since I sure as hell don't like fiddling with my remote or risk missing an important phone call or conversation, and my need to use the bathroom is a bit higher than it used to be), hints on how to solve puzzles even if it means paying money and not have to use the internet after getting stuck for a long time, and clear direction on how to advance the main storyline and even sidequests (since even today there are still way too many cases where there's helpful hidden content but no way in hell to discover it without using the internet--and since video game player's guides mostly aren't even made anymore, it really makes me question the logic of developers pulling that shit). Oh, and I would consider adjustable difficulty to be another QoL feature that would actually make games accessible to any audience, not just the "hardcore," since as a disabled gamer, accessibility is one of my biggest concerns whenever playing games that I try to reflect in my reviews. If the masochist gamers don't like things like that, they should have the option to turn them off instead of having developers force their one-size-fits-all difficulty and idea of "fun" onto all gamers that may not normally enjoy some of the bullshit mainstream video game reviewers consider "masterpieces" regardless of how deeply flawed they actually are.